Yeah nah there is no gameplay there its pure coomer shit. Match 3 puzzle game, thats not a genre the only games that use that has their core gameplay are designed to be scams.
It’s certainly what the majority of the genre became with the advent of mobile gaming, as with so many other simple puzzle games. But the original Bejeweled and Puzzle Quest were both excellent and huge hits, and were complete games before the microtransaction garbage that came later.
It’s a nice genre for relaxing and turning off your brain, similar to a Tetris or a Bust-A-Move. I know there have to be titty and microtransaction filled variants of both of those, does it invalidate them as puzzle game genres?
Yeah coomer games are similar to mobile games. Theyre puzzle games that are designed to be extremely easy to make players feel good. They are technically still puzzle games just bad ones.
Maybe the match 3 stuff, but there are a lot of ‘adult’ games that are beyond that. Go play The Last Sovereign and tell me it isn’t better than all the final fantasies, I dare you.
I was going to mention The Last Sovereign in this thread. It’s a little bit hard to recommend because it’s like, barely modified RPG maker sprites and some serviceable art for sex scenes, along with the difficulty. However that game is a damn magnum opus.
On the m/m side, the visual novel Coming Out on Top is a remarkably well-written, if saccharine, dating game about a college guy figuring things out. I don’t usually like VNs but this one was worth playing. It’s has a lot of gay sex in it, that is literally the entire point so, you know, be aware of that.
Nice. I don’t typically go for M/M unless femboys are involved, but it’s what my wife likes, and that’s one of the ones I linked her when she asked me to research a few games for her to try.
Femboys can be hot too, though often authors seem to mix up femboys with trans women and that ends up being frustrating when I try a CHOYA game marked as m/m and it doesn’t have any actual m/m in it.
Some of these games have incredible writing. Personally, I’d recommend trying Eternum. It’s not finished yet but there’s already a ton of content and the writing is incredible. Another game by the same person called Once in a Lifetime is also really good but shorter.
Besides those two, I’d really recommend The Princess Trap. Also unfinished but still lots of content. This one is definitely a bit more niche and might not be for everyone but the drama and mystery in it is really incredible.
All of these games are pretty slow to get to the sex stuff to be honest (especially The Princess Trap). But every moment in-between makes it so worth your time.
I just finished what exists so far for The Princess Trap last night. I have to recommend holding off on it till it’s finished so you don’t end up in as much despair as me.
Classics still had lag. DK Country 3’s final boss was so laggy it’d affect the boss music.
Not quite super classic you mentioned but a chunk of the speed run tech around Super Mario 64 is how to optimize the camera to avoid lagging on certain effects (the sunshine to the wing cap, the top tower in whomps fortress, the sub in dire dire docks).
I say that less as a knock on the game and more that there were technical compromises made back in the day as well. Nostalgia sometime last hits and people assume everything ran blazing fast.
The Nintendo64 did run blazingly fast. Comparatively, even modern consoles are a step down in terms of power compared to Nintendo64 hardware for its time.
Had the draw distance been lowered in Ocarina of Time, its performance would have been at minimum a steady 30fps, as Ocarina of Time runs in a more optimized Mario 64 engine. Which, naturally, is less optimized than what Kaze has done to Mario 64’s engine, but Kaze also has like 20 years worth of more coding and computer knowledge learned, making comparison pretty unfair.
Framerate is also not the only metric in determining if a game’s performance is bad. Ocarina of Time runs at 20fps (unless you are in PAL region, then it runs at 17fps because of PAL standards, oof), but it never misses a frame. It is extremely consistent at 20fps. The frametime is perfect even on original hardware. The same cannot be said about most modern AAA games, even Nintendo games. Modern games might mostly run at 60 or 30 fps, but they very often dip below that and even more often have hitching and stuttering due to inconsistent frametime. Even though the fps may be high, the playability of the game is worse than Ocarina of Time.
There are so many things that go into whether a game feels responsive or not. Your experience could be explained by anything from access to stable Internet, to trends in game design philosophy, and vary from game to game based on implementation.
Here’s one of my favorite GDC talks that looks at just one small part of what goes into making a game feel responsive: youtu.be/h47zZrqjgLc
Sure, this is just an example of how complex “feel” can get in game development. The video includes several examples where player perception changes drastically from very minor gameplay design changes
Kingdom Come: Deliverance 2. Amazing game, just like its predecessor. Clunky movement and combat as usual though, kinda sad that it did not improve that much. Still improved though.
If you folks want to have a really hard time find a way to play the NES version of Mike Tyson’s Punch Out on original hardware with a CRT monitor and then play it on any emulator on a modern monitor. You will feel like you’ve aged 80 years.
I was playing punch out on the switch the other day and 100% this. That game was all about proper timing and reaction speed. All the little latencies add up to it being nearly impossible. I never beat the game as a kid, but I could get to the last fighter, Tyson in my version, Mr Dream? In the non Tyson version? Anyway, can’t even beat the Russian dude that laugh taunts me on the switch. I know what to hit, and when to hit it, but HDMI lag, upscaling lag, blue tooth controller lag, all add up to it being nearly impossible to react.
No. The thing is AAA games are now being released in an unoptimized state way too often. Even if you still get good FPS microstuttering and short lag spikes still occur frequently.
Of course this can make you wonder if this is a you problem and you just got too sensitive.
Nope, this is an industry problem. Why would you optimize a game? No, legitimately asking. It doesn’t affect sales numbers, it often doesn’t significantly tank your steam review score (that most publishers don’t care about), there are practically no downsides to not optimize your game.
But if you do value optimization, it lowers dev velocity, requires more training/awareness for devs and artists, and you won’t be able to ship as fast anymore. And on top of that you get… nothing. A few more sales maybe?
I used to agree it was “optimization” problems. And there are definitely some games/engines with those (I love Team Ninja but… god damn).
But it is also that mindsets have changed. Most people know of the “can it run Crysis?” meme… if only from Jensen. But it was a question for a reason because Crysis (and other games) genuinely pushed the envelope of what desktop computers could handle. It was an era where you really would put a LOT of effort into figuring out what settings would get you what framerate and “ultra” was something that only the super rich or the people who JUST built a new computer could expect to run.
But around the launch of the PS4/XBONE, that all changed. Consoles were just PCs for all intents and purposes and basically all games “worth playing” were cross platform. So rather than taking advantage of the latest nVidia card or going sicko mode for the people who got the crazy powerful single thread performance i7, they just targeted what the consoles could run. So when people did their mid-gen upgrades of PCs… suddenly “ultra” and “epic” were what we began defaulting to. Just crank that shit up, turn off whatever you don’t like, and see your framerate and go from there.
The refresh SKU consoles bumped up the baseline but… not all that much since those games still had to run on a base XBONE. And then we got the PS5/XSEX which… you know how it is never a good time to build a new PC? It was REALLY not a good time to build a new console as ray tracing and upscaling/framegen rapidly became the path forward in the hardware/graphics space. But also? Those launched during COVID so the market share of the previous gen remained very large and all those third parties continued to target the previous gen anyway.
Which gets back to PC gaming. Could more effort be put in to improve performance? Yeah, definitely. But we are also getting reminded of what things were actually like until the mid 10s where you might only play a game on Medium or High and wanting that new game to be gorgeous is what motivates you to drive down to Best Buy and get a new GPU.
But instead it is the devs fault that we can’t play every game on maxed out Epic settings at 4k/240Hz… because this generation never knew any different.
I get what you’re trying to say but I’ve definitely experienced performance problems even on lowest settings.
The issue isn’t that everyone tries to run the game maxed out. The issue is that fundamental problems are often left in the games that you can’t just fix by lowering quality settings.
And there is a reason the +/- (?) buttons literally changed the render window for DOOM and the like. Like… those iconic HUDs were specifically so that those playing on a 640480 monitor might actually only have to worry about a 640360 game and so forth.
Same with those of us who played games like Unreal Tournament at 18-24 FPS on an 800*600.
Like I said, there are definitely some problem children (again: Team Ninja). But it is also worth remembering that most games are still targeting a previous gen console SKU at 1080p. And, ironically, the optimizations are going to be geared more towards that.
Which… is why upscaling is such a big deal. Yeah “AI Upscaling” is a great buzzword. But it really is no different than when we used to run OFP at a lower resolution on the helicopter missions. It is just that now we can get “shockingly good” visuals while doing that rather than thinking Viktor Troska looks extra blocky.
Like, I’ll always crap on Team Ninja’s PC ports because they are REALLY bad… even if that is my preferred platform. But it took maybe 2 minutes of futzing about (once I got to Yokohama proper and had my game slow to sub 20 FPS…) to get the game to look good and play at a steady 60 FPS. No, it wasn’t at Epic (or whatever they use) but most of the stuff was actually on High. Is it the same as just hitting auto-detect and defaulting to everything maxed out? Of course not. But that gets back to “Can it run Crysis?”
Much of this specifically is devs implementing MSAA, which once upon a time was cheap, efficient, and looked fine. Nowadays with RT added into the mix MSAA just simply can’t function well on modern hardware, to the point where even city builders like Cities Skylines 2 will crawl to 14-15fps on low settings if you haven’t overridden the graphics pipeline to remove msaa and replace it with one that actually functions.
Wpadła mi ostatnio taka ciekawostka - kreatyna zmniejsza deficyt koordynacji spowodowany brakiem snu w takim samym stopniu jak kofeina pubmed.ncbi.nlm.nih.gov/21324203/
Szklanka zimnej wody, może być nawet z lodówki działa pobudzająco. Wyjście z rana na zewnątrz też jest pomocne, wystarczy się nawet wywlec na balkon.
Oj tak kreatyna bardzo spoko, ta z Biedronki ma jeszcze taurynę i jest do tego smaczna, ale czystą kreatynę można znaleźć na allegro za 28 zł (duży słoik). Kreatyna nie tylko wzmacnia fizycznie, ale też zdolności poznawcze (według badań, których nie dam rady teraz przytoczyć).
Kreatyna spoko. Próbowałem różnych odżywek, np białko mnie dość szybko uczulało, a kreatynę jem regularnie od paru lat. Ostatnio też cytrulinę próbuje, podobno pomaga przy długim wysiłku i na pompę mięśniową, wydaje mi się że tak, ale może to być placebo.
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